A level will not save if a Blueprint that uses a Blueprint Component with an Event Dispatcher is placed in it

UE - Gameplay - Blueprint - Mar 8, 2015

A level will not save if a Blueprint that uses a Blueprint Component with an Event Dispatcher is placed in it. Reproduced in 4.7.2 binary. Could not test in Main due to [Link Removed] ...

Cracks in Nanite Tesselated Landscape

UE - Graphics Features - Nanite - May 13, 2024

Landscape component edges can become disconnected when using Nanite Tessellation at the edges of weight-blended layers. ...

When move selected foliage to level, Foliage can not move to level.

UE - World Creation - Worldbuilding Tools - Foliage - Jul 18, 2017

With 4.15, I can move Foliage to "Sublevel B", but I can not move it with 4.16. It seems to be affected by the update in 4.16 (New: When moving a foliage asset to a new level, you will now be prompt ...

Setting KeepState as default in LevelSequences makes Sequencer blend animations not as expected

UE - Anim - Sequencer - Nov 27, 2018

Setting "Keep State" for an animation in sequencer makes the sequence behave differently in Sequencer and in Play Mode. The animations appear to be blending together instead of having normal transit ...

Crash occur when using AddSpawnableFromClass with BlueprintGeneratedClass specified

UE - Anim - Sequencer - Aug 13, 2019

BlueprintGeneratedClass is not based UBleupint. So the following code is failed. bool UActorFactoryBlueprint::PreSpawnActor( UObject* Asset, FTransform& InOutLocation) { UBlueprint* Blueprint = ...

Lumen appears to ignore custom World Origin Location

UE - Graphics Features - Lumen - Jul 12, 2022

Lumen doesn't update when the World Origin Location is changed. ...

AspectRatioAxisConstraint forced to be AspectRatio_MaintainXFOV

UE - Anim - Sequencer - Jun 19, 2019

A licensee wants to enforce YFov constraint for a game project by setting AspectRatioAxisConstraint=AspectRatio_MaintainYFOV in the config. However during playing the sequence, the value of AspectR ...

fbx level exporter have a hard coded show dialog options.

UE - Editor - Content Pipeline - Import and Export - Jul 30, 2020

Invalid object while verifying cluster assumptions during ShooterGame replay with matinee actor

UE - Anim - Sequencer - Apr 21, 2021

This seems to be caused by the matinee actor on Highrise and only appears to be reproducible in a packaged build of ShooterGame, not from the editor. See attached UDN for more information. ...

URigVMBlueprint::CompileLog can spam the editor log when verbosity is set to Log

UE - Anim - Rigging - Control Rig - Jul 21, 2023

It seems that URigVMBlueprint::CompileLog is spamming the log whenever a call to BP_SCOPED_COMPILER_EVENT_STAT, including for blueprints that are unrelated to control rig.  The log messages are only ...